/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/PreviewMesh.h
As a result direct access to the Actor/Component, or a non-const FDynamicMesh3, is intentionally not provided. Wrapper functions are provided (or should be added) for necessary Actor/Component parameters. To edit the mesh either a copy is done, orEditMesh()/ApplyChange() must be used. These functions automatically update necessary internal data structures.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UPreviewMesh : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IMeshVertexCommandChangeTarget](API\Runtime\GeometryFramework\Changes\IMeshVertexCommandChangeTarget), public [IMeshCommandChangeTarget](API\Runtime\GeometryFramework\Changes\IMeshCommandChangeTarget), public [IMeshReplacementCommandChangeTarget](API\Runtime\GeometryFramework\Changes\IMeshReplacementCommandChangeTar-)
bool
bBuildSpatialDataStructure
If true, we build a spatial data structure internally for the preview mesh, which allows for hit-testing
bool
bDecompositionEnabled
If true, mesh will be chunked into multiple render buffers inside the DynamicMeshComponent
TObjectPtr<UDy...
DynamicMeshComponent
This component is set as the root component of TemporaryParentActor
UE::Geometry::F...
MeshAABBTree
Spatial data structure that is initialized if bBuildSpatialDataStructure = true whenUpdatePreview()is called
APreviewMeshAct...
TemporaryParentActor
The temporary actor we create internally to own the preview mesh component